Well, we're getting closer to 1.0.4, and while it's still a few weeks away we're going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. To kick things off, I wanted to provide an overview of some of the larger systems changes and game improvements.
Let's get started!
So Happy Together
While many people are playing co-op, its still a minority of games. Ideally we would like players who want to play solo to be able to solo, and players who want to play co-op to play co-op. At the moment though playing solo is the clear choice, even for those who would prefer co-op with some of their friends.
The change we made back in 1.0.3 to remove the bonus monster damage per additional player was a great start, but we can clearly go a bit further. The first change were making in 1.0.4 for co-op is to remove averaging in multiplayer games of Magic Find and Gold Find. Youll benefit from your full Magic Find stat, independent of other players in the game. We originally added Magic Find averaging so optimal play did not involve people stacking what we call adventure stats to the detriment of their party. While this may re-emerge as a problem, we think the current solution feels like too much of a penalty, and is doing more harm than good.
Along the same lines as the change in 1.0.3, were going to be lowering the health multiplier for monsters per additional player in co-op games. Its going to be a flat 75% in 1.0.4 for all difficulty levels, as opposed to the scaling 75/85/95/110% it is now. This makes enemies far more manageable in co-op games, and rewards a co-ordinated group with a higher farming efficiency than playing alone.
Shrinking the Gap
We know there are a lot of you out there that are really frustrated by the difficulty of some of the champion and rare packs, so in 1.0.4 were going to shrink the gap between normal monsters and Elite packs (Champions and Rares). The design intent of Champion and Rare packs is to provide a spike of challenge, but in general we feel like the gap is too big. Normal monsters die quickly and are usually just fodder, and Champions and Rares can feel like a brick wall. In general were looking to bring normal enemies up a smidge, and Champions and Rares down.
So, in 1.0.4 were increasing the health of normal monsters by approximately 5%-10% in Inferno, but also increasing the likelihood they drop magic or rare items by a factor of four. Were correspondingly lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap. Were still working on those numbers, but thats approximately what were shooting for.
To further reduce the gap between normal and Elite monsters, were adjusting some of the more frustrating monster affixes, such as Fire Chains and Shielding.* Of course there are some normal monsters that are massive spikes in difficulty too, and well be making polish adjustments to a few of those as well, like reducing the damage of two-handed skeletons like Skull Cleavers.
Weapons Master
One of the general improvements wed like to make to our item game addresses the difference between an item having a chance of being good vs. knowing the item isnt going to be good before you even identify it. In other words, theres a world of difference between an item having no chance of being good, and some chance of being good. Its not something were going to be able to fully address in 1.0.4, but giving every dropped item a chance to be good is a long-term goal. One area we felt we could make immediate improvements for 1.0.4 was with weapons.
Weapon damage is the most important stat on a weapon. It can be disheartening to get a lot of weapon drops and you know before even looking at them that they have no chance of being good. To help give weapons a fighting chance, the raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63.
We also want to close the gap between dual-wielding and two-handers, and so were improving two-handed melee weapons by creating a new set of stronger affixes to compensate for the loss of stats that can come from your offhand.
On the topic of two-handers, were also changing how damage is calculated on a few damage-over-time skills. Many skills have text like Deals 75% weapon damage for 5 seconds, which isnt exactly clear as it can be interpreted a few different ways. It also made skill evaluation difficult, particularly for skills with long durations or cooldowns. Were switching a lot of these skills to read X% weapon damage over 5 seconds. Many skills already follow this format, and understanding what the skill does is very clear. As the skills are converted there is an additional opportunity: when converting to this format, choosing a value for X depends on your weapon speed. So what weve done in most cases is assumed a high attack speed (at least 2.0 attacks per second), chosen a value of X, and then in many cases bumped the value even higher. A skill that currently does 75% weapon damage for 5 seconds, with a 2.0 speed weapon, will convert to at least 750% weapon damage over 5 seconds. The skill becomes easier to understand, is a small buff for most one-hand builds, and a big buff for two-hand builds.
Efficiency vs. Challenge
Rather than focus on whether or not you can beat an enemy, many players would rather figure out how fast they can beat them. Were removing Enrage Timers and the heal back to full behavior from Champion and Rare monster packs. We dont think they fit well into the general philosophy of the game, which is more about trying to farm as efficiently as possible. Youre already incentivized to kill things quickly, if a pack happens to take you a long time it can just feel unfair to have the pack enrage, kill you, and then heal back to full. The original intent behind Enrage Timers was to have a few encounters that served as a DPS check that also add tension and excitement. Due to the randomness of Champion and Rare monsters, combined with a general philosophy of efficient farming, this was simply the wrong approach for us to take. The Enrage Timers feel more appropriate on bosses, where the setup, predictability and mechanics of the fight add the required context for the time limit.
We cant get away from the Efficiency vs Challenge discussion without talking about death penalties. When we increased repair costs in 1.0.3 it was to make death meaningful. Efficiency is not only about how fast you kill things, but what efforts youre putting into doing so. Dying should cut into efficiency, and that creates a meaningful challenge to stay alive in not only how you play, but the importance of how youre designing your character. That said, we think repair costs are just a bit too high, so in 1.0.4 were going to be reducing repair costs of high-end items by 25%.
Legendarier
We have improvements coming to Legendary items, and it seems like an important enough subject to give them their own blog. Stay tuned as Senior Game Designer Andrew Chambers gives the rundown in the next week or two. As a general reminder though, existing items are not changing. The Legendary improvements are going to be for Legendaries dropped or crafted after the 1.0.4 patch goes live.
Stay Classy
We're making a metric-ton of changes to classes, so were going to have separate blog posts for each. But in general were looking at unpopular skills and asking ourselves a few questions:
Does the skill have any control or readability issues that would make the skill less satisfying to use? If so polish the skill more. A good example here is the Barbarian Rend ability many people dont use it because you cant always tell which enemies are affected by the bleed and which arent.
Does the skill fill a similar role as an extremely popular skill? If so, buff the skill to be competitive with the popular skill. For example, Bola Shot could be a solid skill, but simply doesnt have the raw damage when compared to Hungering Arrow, so were buffing Bola Shot to be competitive.
Does a skill have a dominant rune? If so, can we buff the underused runes to be more competitive? A good example here is the Wizard Hydra skill. The Venom Hydra is by far the most popular rune, and for good reason, so we are buffing the other runes to make them more competitive with Venom Hydra.
Is the skill a resource spender? In general we have found that many resource spenders just dont do enough for their resource cost. Here I would use the example of Wave of Light, which is a fairly significant expenditure of Spirit that doesnt always seem worthwhile. Many damage-oriented resource spenders are receiving buffs in 1.0.4
Would buffing the skill increase or decrease build diversity? Some skills when buffed cause other skills to become obsolete, so theres a net decrease in build diversity - were more careful with those. Other skills, when buffed, add to the total pool of appealing skills, which increases build diversity. The most obvious example here is the Witch Doctor Zombie Dogs and Gargantuan, which are both receiving significant improvements in 1.0.4.
We hope you have fun, and stay tuned for each of the specific class articles in the next couple weeks.
The Outro
These are really just a few of the topline systems changes well be making in 1.0.4, and we hope youre looking forward to them as much as we are. Well of course have a lot more info coming at you in the weeks ahead on Legendary items, classes and more, as well as some interviews well be holding shortly before the patch goes live which, by the way, is currently targeted for the fourth week of August.
See you in-game!
*P.S. Were getting rid of the Invulnerable Minions monster affix.
Wyatt Cheng is Senior Technical Game Designer on Diablo III, and as a member of Blizzards Beef Jerky Club is ordering jalapeno, habenero & ghost chili jerky this month.